Les Règles

Sorcier (hireling sports-wizard)

Tous / (Any)
 
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Également connu sous le nom d'Harry Potter, bien que cela n'en fasse pas un mage "nommé"


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Once per game, a Hireling Sports-Wizard may cast one of the following spells:

FIREBALL

You may cast this spell at the end of either player’s team turn, before the next team turn begins. Choose a target square anywhere on the pitch and roll a D6 for each Standing player (from either team) that occupies either the target square or a square adjacent to it:

  • On a roll of 4+, the player has been hit by the Fireball.
  • On a roll of 1-3, the player manages to avoid the Fireball.
    Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

    ZAP!

    You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any opposition player and roll a D6:

  • If the roll is equal to or higher than the player’s Strength characteristic, or is a natural 6, that player turns into a frog for the remainder of the drive, after which their coach will secure emergency magical assistance to turn the player back into their original form.
  • If the roll is lower than the player’s Strength characteristic, the player develops a fresh crop of warts, but the spell has no further effect.
    If the player was in possession of the ball when they were turned into a frog, it is dropped and will bounce. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an apothecary (because it’s a frog!). At the end of the game, the player is returned to normal shape with no ill effects.
    The frog has the following profile:
MA ST AG PA AV Skills & Traits
Frog 5 1 2+ - 5+ Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs
Utilisations en Matchs
Journée Match Recruteur
6 Ólafsfjörður Kappi / Les Sous-doués Ólafsfjörður Kappi
7 AG4 Noob / The Dark Ages AG4 Noob
7 Ska'Belin / Tomb Gum Ska'Belin
8 Vanaheim Valkyries / Wolto herd Vel (Old World Classic) Vanaheim Valkyries
8 AG4 Noob / Les Experts de l'Opéra Garnier AG4 Noob
10 Ska'Belin / Les Fiers de Hache Ska'Belin
11 Vanaheim Valkyries / Thirsty Years War Vanaheim Valkyries
11 A Murder of Crows / Ólafsfjörður Kappi A Murder of Crows
11 Les Morts du Havre / Melphiork Les Morts du Havre
12 A Murder of Crows / Raptous A Murder of Crows
13 Ska'Belin / Lé Boss dé bel létr Ska'Belin
13 Racing Andouillette / Mouse Orchestra Racing Andouillette
14 Tomb Gum / Supernatural Tomb Gum
14 [CAS] Favoris de Slaneesh / The Dark Ages [CAS] Favoris de Slaneesh
14 Zerg / Clan Mac Noy Zerg
15 Kroxico / Père Lachaise Gentlemen Club Kroxico
15 A Murder of Crows / Pass Y'Flores A Murder of Crows
Le Saviez-Vous ?

Lors du tournoi NDC 2018, l'équipe orque "Fanatic Babouins" jouait sa dernière ronde contre une équipe humaine et une victoire assurait une place sur le podium ! Le score était de 1 -1 au dernier tour de la deuxième mi-temps. Et c’est le blitzeur et capitaine « Jokoko » qui avait la balle et devait mettre 2 fois le paquet pour pouvoir marquer le touchdown de la victoire et de la gloire ! Et cela avec la dernière relance disponible ! Jokoko exposa sa stratégie pour ce tour ce qui eut pour conséquence : Block à 1 dé d’un orque noir sur un trois-quart = SKull, re roll, pow (même pas une sortie). Premier paquet de Jokoko = 4. Deuxième paquet Jokoko = 1, Jokoko tombe, jet d’armure 10, jet de blessure 8. Résultat : Match nul, exclus du podium, une des cornes du casque de Jokoko cassée… Espérons que cet avertissement serve au capitaine…Tous les spécialistes et commentateurs en doutent !

Fausse Pub

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